KeyActionBinder is growing up

After a lot of breaking things, refactoring, and testing, I’ve finally merged the experimental branch of KeyActionBinder into the main branch of the project. The biggest change, of course, is making the functionality of this gamepad support library more automatic, in the sense that it tries to detect whatever game device the user has connected […]

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A GameInput testing interface

To build the list of known GameInput controls spreadsheet, I had to build a small sandbox-like application test for controls reported by connected devices. It was my intention to make this available to other people so they could do their own tests, so here it is: just wait for the following Flash movie to load […]

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In defense of reinventing the wheel

When I am programming something that requires a module or a sub-system of any kind, my first impulse is to always write it myself; sometimes, even rewriting things I had already written before. While there’s a danger in doing too much of this and avoiding well-established solutions to common problems – the syndrome of Not Invented […]

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Commenting JSON files

I use a lot of XML files on my most of my projects (Flash, Android or otherwise). I like the idea of having some configurations parameter on easily editable text files, and not having to re-compile a project just to change a behavior slightly; where I can, instead, just edit a configuration file, re-run the […]

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Using Adobe Scout to profile OUYA games

Adobe Scout is Adobe’s most excellent profiler for Flash (web and AIR) content. Although it’s a somewhat recent application, it has easily become my go-to tool for measuring and optimizing performance of Flash content. It’s truly an invaluable resource for doing things like detecting memory leaks and performance hiccups, and something that should be used […]

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